Current Build Orders
Tec
So...
I searched the forum but only found out of date stuff, whats the new build orders for TEC these days ?
Tec
So...
I searched the forum but only found out of date stuff, whats the new build orders for TEC these days ?
Akkans and.....wait for it.........SOVAS! yes I said sovas! If you haven't been around Sovas are awesome so those are good starting caps
they also have decent LFs and scouts (until the next patch) that can help deal with the LRF/flak spam
thanks for the tips.
what sort of tech route/upgrades should i go?
that gets a bit more complicated as it can vary due to such factors a how close is the enemy, what planets are nearby, size of map, etc.
I usually will get two civic labs and one military lab as a start as this gives me access to planet research (ice/volcanic) and some military upgrades (I prefer TEC so I get their awesome Repair bay, though you will need a second to get it better)
Any build order depends a lot on your surroundings/map and whether you are playing on multiplayer or single player. You can get away with a lot more on single player. If you are playing multiplayer and put 2 civ labs up with someone less than 4 jumps away then you are begging to be rushed by anyone halfway competent.
[_]-Greyfox
This is for Multiplayer player, and tips like that are greatly aprieciated.
right.
I am not an expert on TEC by any stretch since I play advent. First thing you should do is scout and see where your enemy is. Some orders depend on where my allies are and thus where my enemies are likely to be. If I am suicide slot(in which I am likely to be 2v1) then you should generally build a colonizer cap in case you have to make a run for it and go for starbase. If I am likely to be econ with an ally in close proximity on either side then you should not build military tree much(scout around though because sometimes there is an enemy squeezed in) until I am forced to and concentrate on trade with a smattering of culture to get the allegiance bonus. If I have an enemy on one side then military is the way to go generally but it really depends more on how far away they are and what you research should be catered to what you believe or know your enemy to be doing to counter it. Knowing what counters what is very important. Repair bays should be researched pretty early regardless of what else you go with because they always come in handy if you have to retreat your cap or fleet. Carrier caps are usually a safe bet to get at present. Colonizers are a good choice generally too. Marza is still good for TEC but its a less popular choice because of all the carrier cap/LF rushing that goes on. Sometimes building 2 caps early(usually a carrier cap for 1 of these at least) are a viable thing to do. My advice is to watch replays and see what they do and how they beat you.
[_]-Greyfox
i notice how everybody says "it depends on where your enemy is", but when it comes down to it, its still a strategy game, and you can pretty much use the same strategy once you perfect it and win most of the time, right?
take starcraft for example. if you perfect the zergling rush, your gonna win 80% of the time. the 20% bein the players who have perfected the zergling rush counter.
taking that same concept, you could throw down ( for tec) 2 mil labs and research krosov's, spam cobalts, not even build a cap ship, rush your enemies HW with your cobalts, while you're fighting with cobalts start build krosovs and when he is occupied with the cobalts bring in your krosovs and finish his HW.
wouldnt that work? pretty much all the time once you perfected your timing and build order?
Great stuff guys, keep it coming !
B-Tec, that would only work if your enemy was decently far away from his hw(not likely early game) and you caught him completely by surprise. Bringing the cobalts in first would obviously alert him to an attack at his hw and bring his fleet back. Any siege frigates would be chewed up right after they jumped in because they are strong as tissue paper and give a lot of cap experience. Early HW rushes can work well but they usually require a couple of caps and for tec at least one of them is sova for the embargo and SC. Build orders aren't quite as important in this game as other games. There can be a lot of wiggle room. It is good to be efficient as possible(which is mostly what build orders are about) but a lot of that requires scouting to know where and what your enemy is doing so that you can respond appropriately with a minimum of wasted units/resources. Spending a bunch of money on LF is wasted if you don't see that your opponent is going for LRFs. Spending money on LRFs is wasted if your opponent is building scouts and cap carriers and so forth. You don't want to be bringing a knife to a gunfight just because you didn't look.
[_]-Greyfox
hmmm true......
i can see this workin in a certain, not-so-unlikely situation though. if you're TEC, and they're advent, (goin off the starcraft, like zerg v protoss) they dont get illums till 3 mil labs, and most people wont have 3 mil labs 5 or 10 mins or so into the game.
the way i would do it is build a 2nd frigate factory, crystal extractor, metal extractorx2, build a few scouts and get them scouting, build a mil lab, start pumpin cobalts, research fleet supply, continue pumpin cobalts, get about 20-40 depending on map size, go for his hw which i should have found by now, destroy any ships in the grav well except caps, kill his frigate factory, kill his capship and fleet if it returns, and while the attack is on throw down a 2nd mil lab, research krosovs, spam krosovs like hell (i mean like hell, so that you're bombing damage is pretty massive), but you only build the krosovs if you know you're gonna have a fair chance at bombing his HW down.
if you do it right, i would predict the other player would surrender once you took his frigate factory and capship out.
i might be wrong though, so please point out any flaws
if he has other planets or is at quite a distants from you or has allies or is doing the same to your HW only he brought a colonizer cap (there you both lose your HWs but he can get yours and then you lose)
plus, what if he is TEC or Vasari, they get their LRFs (the bane of LFs) sooner
It sounds as if you are using normal start(uncommon online). Quick start negates any of that because you can plop down 3 labs right off the bat. Forgoing your first cap is a bad thing too because it is a good amount of firepower, completely free in quick start(and next to free in normal after putting down a cap factory) and can withstand damage better while bombing. Plus a marza would even make the bombing of a HW even quicker if you are trying to quick kill a HW while a sova can embargo and fight off LRF with strike craft. You make it sound easy but the other player isn't exactly sitting on his hands waiting on you to come. If your enemy pays any sort of attention he is gonna see you coming and is going to attempt to prepare for it whether that is to build more fleet or repairs or both.
[_]-Greyfox
@Ryat: true, this would only work in 1v1. and the part about other planets, in theory if you did it right, he should only have an asteroid and off fighting the militia of another planet, which means he has put his money into developmental costs and extractors. and i understand the part about races, this would really only have a chance vs advent.
@greyfox: i dont have entrenchment, so i guess i was referring to normal start. if you forgo you're first cap, yes you lose firepower and support abilities, but by not throwing down a cap factory and replacing it with a frigate factory, you can build twice as fast as your opponent. no, he's not sitting on his hands, but in terms of frigate production, compared to you he is. he has to wait ~25 seconds for 1 frigate, you have to wait ~25 seconds for 2. so in the same amount of time, you would build 2x as many ships as him. but there is a fatal flaw here, and that is the player's ability to manage his economy to fit this strategy, and its not very flexible. if your first attack fails, you're pretty much space-toast.
@original poster, I can't speak for TEC, because I play advent exclusively, but i do have a suggestion. Don't bother with build orders. just build a couple of scouts, then learn to feel your way through the game. Take the zen approach to gaming. do what feels right, and you'll win a lot more than you lose. at least i do.
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